2 * Hammer.JS - v1.0.5 - 2013-04-07
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3 * http://eightmedia.github.com/hammer.js
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4 * Jorik Tangelder <j.tangelder@gmail.com>, MIT license
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7 ( function( Math, window, document, undefined ){
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9 var ELEENT_LIST = [],
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12 ABS = new Function( 'v', 'return v<0?-v:v' );
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14 X.UI.Gesture = Hammer;
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16 function Hammer( uinodeRoot, uinode, type ){
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17 this.uinode = uinode;
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18 this.enabled = true;
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20 Hammer.startup && Hammer.startup( uinodeRoot );
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22 this.options = Hammer.defaults;
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24 // start detection on touchstart
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25 Utils.addEvents( uinode, Hammer.EVENT_TYPES_START, this );
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27 this.listen( type );
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30 Hammer.defaults = {};
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32 Hammer.prototype.handleEvent = function( e ){
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33 //var sourceEventType = e.type.toLowerCase();
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35 var type = IdToGestureID[ e.type ],
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36 gestures = Detection.gestures,
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37 numTouches = 0,// count the total touches on the screen
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38 pointerType, i, l, touches, ret, active, gesture, startEv,
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39 hammer, deltaTime, deltaX, deltaY, velocity, center;
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41 //console.log( 'Hammer@handleEvent ' + X.UI.Event.IdToName[ e.type ] + ' ' + e.pointerType );
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44 if( e.pointerType ){
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46 switch( e.pointerType ){
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48 case 2 : //e.MSPOINTER_TYPE_TOUCH :
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49 type |= TOUCH; break;
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51 case 3 : //e.MSPOINTER_TYPE_PEN :
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54 case 4 : //e.MSPOINTER_TYPE_MOUSE :
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55 type |= MOUSE; break;
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66 // onmouseup, but when touchend has been fired we do nothing.
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67 // this is for touchdevices which also fire a mouseup on touchend
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68 if( type & MOUSE && touch_triggered ){
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69 return X.Callback.STOP_NOW | X.Callback.PREVENT_DEFAULT;
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71 // mousebutton must be down or a touch event
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73 type & TOUCH || //sourceEventType.match(/touch/) || // touch events are always on screen
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74 ( type & POINTER && type & START ) || //sourceEventType.match(/pointerdown/) || // pointerevents touch
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75 ( type & MOUSE && e.which === 1 ) //(sourceEventType.match(/mouse/) && e.which === 1) // mouse is pressed
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77 enable_detect = true;
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80 // we are in a touch event, set the touch triggered bool to true,
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81 // this for the conflicts that may occur on ios and android
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82 type & ( TOUCH | POINTER ) && ( touch_triggered = true );
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83 //if (sourceEventType.match(/touch|pointer/)) { touch_triggered = true;}
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85 // when touch has been triggered in this detection session
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86 // and we are now handling a mouse event, we stop that to prevent conflicts
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87 if( enable_detect ){
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88 // update pointerevent
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89 if( Hammer.HAS_POINTEREVENTS ){ //eventType !== Hammer.EVENT_END ){
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90 POINTERS[ e.identifier = e.pointerId ] = type & END ? null : e;
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92 // we can use forEach since pointerEvents only is in IE10
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93 for( i = 0, l = POINTERS.length; i < l; ++i ){
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94 POINTERS[ i ] && ( touches[ touches.length ] = POINTERS[ i ] );
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96 numTouches = touches.length;
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99 if ( type & TOUCH ){ //sourceEventType.match(/touch/)) {
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100 touches = Hammer.DO_TOUCHES_FIX && type & END ? [] : e.touches;
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101 numTouches = touches.length;
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104 if( !touch_triggered ){
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105 numTouches = ( type & END ) ? 0 : 1;
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106 touches = numTouches === 0 ? [] : [{
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113 // if we are in a end event, but when we remove one touch and
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114 // we still have enough, set eventType to move
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115 if( 0 < numTouches && type & END ){ // eventType === Hammer.EVENT_END ){
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116 type = type & POINTER_TYPE_MASK | MOVE;
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117 //eventType = Hammer.EVENT_MOVE;
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118 } else if( !numTouches ){
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119 // no touches, force the end event
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120 type = type & POINTER_TYPE_MASK | END;
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121 //eventType = Hammer.EVENT_END;
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124 // because touchend has no touches, and we often want to use these in our gestures,
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125 // we send the last move event as our eventData in touchend
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126 ( !numTouches && last_move_event !== null ) ?
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127 ( e = last_move_event ):
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128 ( last_move_event = e ); // store the last move event
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131 center : Utils.getCenter( touches ),
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132 timeStamp : Date.now ? Date.now() : +new Date,
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135 eventType : type & EVENT_TYPE_MASK,
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136 pointerType : type & POINTER_TYPE_MASK
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139 if( type & START ){
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140 if( !this.enabled ) return;
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141 // already busy with a Hammer.gesture detection on an element
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142 if( Detection.current ) return;
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143 Detection.current = {
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144 hammer : this, // reference to HammerInstance we're working for
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145 startEvent : Utils.extend( {}, e ), // start eventData for distances, timing etc
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146 lastEvent : false, // last eventData
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147 name : '' // current gesture we're in/detected, can be 'tap', 'hold' etc
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149 Detection.stopped = false;
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151 active = hammer.activeGesture;
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153 if( !Detection.current || Detection.stopped ){
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156 hammer = Detection.current.hammer;
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157 active = hammer.activeGesture;
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160 // ----------------------------------------------------------------------------------------------------------------
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161 // ret = Detection.detect( e );
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163 // ----------------------------------------------------------------------------------------------------------------
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164 // extend event data with calculations about scale, distance etc
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165 // e = Detection.extendEventData( e );
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166 startEv = Detection.current.startEvent;
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169 // if the touches change, set the new touches over the startEvent touches
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170 // this because touchevents don't have all the touches on touchstart, or the
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171 // user must place his fingers at the EXACT same time on the screen, which is not realistic
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172 // but, sometimes it happens that both fingers are touching at the EXACT same time
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173 if( startEv && ( numTouches !== startEv.touches.length || touches === startEv.touches ) ){
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174 // extend 1 level deep to get the touchlist with the touch objects
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175 startEv.touches.length = i = 0;
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176 for( ; i < numTouches; ++i ){
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177 startEv.touches[ startEv.touches.length ] = Utils.extend( {}, touches[ i ] );
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181 deltaTime = e.timeStamp - startEv.timeStamp;
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182 deltaX = center.pageX - startEv.center.pageX;
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183 deltaY = center.pageY - startEv.center.pageY;
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184 velocity = Utils.getVelocity( deltaTime, deltaX, deltaY );
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187 deltaTime : deltaTime,
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192 velocityX : velocity.x,
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193 velocityY : velocity.y,
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195 distance : Utils.getDistance( startEv.center, center ),
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196 angle : Utils.getAngle( startEv.center, center ),
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197 direction : Utils.getDirection( startEv.center, center ),
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199 scale : Utils.getScale( startEv.touches, touches ),
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200 rotation : Utils.getRotation( startEv.touches, touches ),
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202 startEvent : startEv
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205 // store as previous event event
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206 Detection.current.lastEvent = e;
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208 // call Hammer.gesture handlers
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209 for( i = 0, l = gestures.length; i < l; ++i ){
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210 gesture = gestures[ i ];
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211 if( Detection.stopped ) break;
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212 //if( active[ gesture.name ] ) console.log( gesture.name );
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213 // only when the instance options have enabled this gesture
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214 active[ gesture.name ] &&
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215 // if a handler returns false, we stop with the detection
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216 ( ret |= ( gesture.handler( e, hammer ) || X.Callback.NONE ) );
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219 // endevent, but not the last touch, so dont stop
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220 type & END && numTouches === 0 && Detection.stopDetect();
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222 // ----------------------------------------------------------------------------------------------------------------
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223 // trigger the handler
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224 //handler.call( context, HamEvent.collectEventData( element, eventType, e ) );
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226 // remove pointerevent from list
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227 if( Hammer.HAS_POINTEREVENTS && type & END ){ // eventType === Hammer.EVENT_END ){
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232 //debug(sourceEventType +" "+ eventType);
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234 // on the end we reset everything
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235 if( numTouches === 0 ){
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236 last_move_event = null;
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237 enable_detect = false;
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238 touch_triggered = false;
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239 POINTERS.length = 0;
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245 Hammer.startup = function( uinodeRoot ){
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246 // find what eventtypes we add listeners to
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248 * we have different events for each device/browser
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249 * determine what we need and set them in the Hammer.EVENT_TYPES constant
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251 // determine the eventtype we want to set
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252 // for non pointer events browsers and mixed browsers,
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253 // like chrome on windows8 touch laptop
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256 // Register all gestures inside Gestures
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257 for( name in Gestures ){
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258 //Gestures.hasOwnProperty( name ) &&
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259 Detection.register( Gestures[ name ] );
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262 if( X.Dom.EVENT_POINTER ){
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263 Hammer.EVENT_TYPES_START = [ X.UI.Event._POINTER_DOWN ];
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264 types = [ X.UI.Event._POINTER_MOVE, X.UI.Event._POINTER_UP, X.UI.Event._POINTER_CANCEL ];
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266 if( X.Dom.EVENT_TOUCH ){
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267 Hammer.EVENT_TYPES_START = [ X.UI.Event._TOUCH_START, X.UI.Event._MOUSE_DOWN ];
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268 types = [ X.UI.Event._MOUSE_MOVE, X.UI.Event._MOUSE_UP, X.UI.Event._MOUSE_CANCEL,
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269 X.UI.Event._TOUCH_MOVE, X.UI.Event._TOUCH_END, X.UI.Event._TOUCH_CANCEL ];
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271 Hammer.EVENT_TYPES_START = [ X.UI.Event._MOUSE_DOWN ];
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272 types = [ X.UI.Event._MOUSE_MOVE, X.UI.Event._MOUSE_UP, X.UI.Event._MOUSE_CANCEL ];
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275 // Add touch events on the document
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276 Utils.addEvents( uinodeRoot, types, Hammer.prototype.handleEvent );
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278 // Hammer is ready...!
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279 delete Hammer.startup;
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282 Hammer.prototype.trigger = function( type, gesture ){
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283 if( !this.types[ type ] ) return;
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284 var e = Utils.extend( {}, gesture );
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286 return this.uinode.dispatch( e );
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289 Hammer.prototype.listen = function( type ){
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290 var gestures = Detection.gestures,
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291 i = gestures.length, g;
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293 g = gestures[ --i ];
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294 if( g.startID <= type && type <= g.endID ){
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295 if( !this.activeGesture ) this.activeGesture = {};
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296 if( !this.types ) this.types = {};
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297 this.activeGesture[ g.name ] = this.types[ type ] = 1;
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303 Hammer.prototype.unlisten = function( type ){
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304 var gestures = Detection.gestures,
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305 i = gestures.length, g;
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306 if( !this.activeGesture ) return;
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308 g = gestures[ --i ];
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309 if( g.startID <= type && type <= g.endID ){
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310 if( this.activeGesture[ g.name ] ){
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311 if( this.types[ type ] ) delete this.types[ type ];
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312 for( i = g.startID; i <= g.endID; ++i ){
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313 if( this.types[ i ] ) return;
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315 delete this.activeGesture[ g.name ];
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323 * "Android version < 2.2" return ev.touches.length === 1 when touchend, others return ev.touches.length === 0
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325 Hammer.DO_TOUCHES_FIX = Hammer.HAS_TOUCHEVENTS && ( X.UA.Android < 2.2 || X.UA.Blink || X.UA.Opera );
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327 // detect touchevents
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328 Hammer.HAS_POINTEREVENTS = navigator.pointerEnabled || navigator.msPointerEnabled;
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329 Hammer.HAS_POINTEREVENTS && console.log( 'Hammer.HAS_POINTEREVENTS : true' );
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332 // eventtypes per touchevent (start, move, end)
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333 // are filled by HamEvent.determineEventTypes on setup
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334 Hammer.EVENT_TYPES_START = null;
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336 // direction defines
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337 Hammer.DIRECTION_DOWN = 'down';
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338 Hammer.DIRECTION_LEFT = 'left';
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339 Hammer.DIRECTION_UP = 'up';
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340 Hammer.DIRECTION_RIGHT = 'right';
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342 // plugins namespace
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343 Hammer.plugins = {};
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353 EVENT_TYPE_MASK = START | MOVE | END,
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354 POINTER_TYPE_MASK = POINTER | TOUCH | MOUSE | PEN,
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355 IdToGestureID = {};
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356 IdToGestureID[ X.UI.Event._POINTER_DOWN ] = START;
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357 IdToGestureID[ X.UI.Event._POINTER_MOVE ] = MOVE;
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358 IdToGestureID[ X.UI.Event._POINTER_UP ] = END;
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359 IdToGestureID[ X.UI.Event._POINTER_CANCEL ] = END;
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361 IdToGestureID[ X.UI.Event._TOUCH_START ] = START;
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362 IdToGestureID[ X.UI.Event._TOUCH_MOVE ] = MOVE;
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363 IdToGestureID[ X.UI.Event._TOUCH_END ] = END;
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364 IdToGestureID[ X.UI.Event._TOUCH_CANCEL ] = END;
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366 IdToGestureID[ X.UI.Event._MOUSE_DOWN ] = START;
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367 IdToGestureID[ X.UI.Event._MOUSE_MOVE ] = MOVE;
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368 IdToGestureID[ X.UI.Event._MOUSE_UP ] = END;
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369 IdToGestureID[ X.UI.Event._MOUSE_CANCEL ] = END;
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374 * touch events with mouse fallback
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375 * @param {HTMLElement} element
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376 * @param {String} eventType like Hammer.EVENT_MOVE
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377 * @param {Function} handler
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379 addEvents : function( uinode, types, context ){
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380 for( var i = 0; i < types.length; ++i ){
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381 uinode.listen( types[ i ], context );
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387 * also used for cloning when dest is an empty object
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388 * @param {Object} dest
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389 * @param {Object} src
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390 * @parm {Boolean} merge do a merge
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391 * @returns {Object} dest
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393 extend : function extend( dest, src, merge ){
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394 for( var key in src ){
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395 if( dest[ key ] !== undefined && merge ) continue;
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396 dest[ key ] = src[ key ];
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402 * find if a node is in the given parent
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403 * used for event delegation tricks
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404 * @param {HTMLElement} node
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405 * @param {HTMLElement} parent
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406 * @returns {boolean} has_parent
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408 hasParent : function( node, parent ){
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409 while( node && node.tagName ){ /* tagName for ie */
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410 if( node === parent ) return true;
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411 node = node.parentNode;
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417 * get the center of all the touches
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418 * @param {Array} touches
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419 * @returns {Object} center
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421 getCenter : function getCenter(touches) {
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423 l = touches.length,
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430 pageX : touches[ 0 ].pageX,
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431 pageY : touches[ 0 ].pageY
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435 pageX : ( touches[ 0 ].pageX + touches[ 1 ].pageX ) / 2,
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436 pageY : ( touches[ 0 ].pageY + touches[ 1 ].pageY ) / 2
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441 for( ; i < l; ++i ){
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442 valuesX[ valuesX.length ] = touches[ i ].pageX;
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443 valuesY[ valuesY.length ] = touches[ i ].pageY;
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446 pageX : ( ( Math.min.apply( null, valuesX ) + Math.max.apply( null, valuesX ) ) / 2 ),
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447 pageY : ( ( Math.min.apply( null, valuesY ) + Math.max.apply( null, valuesY ) ) / 2 )
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452 * calculate the velocity between two points
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453 * @param {Number} deltaTime
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454 * @param {Number} deltaX
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455 * @param {Number} deltaY
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456 * @returns {Object} velocity
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458 getVelocity : function getVelocity( deltaTime, deltaX, deltaY ) {
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460 x : ABS( deltaX / deltaTime ) || 0,
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461 y : ABS( deltaY / deltaTime ) || 0
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466 * calculate the angle between two coordinates
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467 * @param {Touch} touch1
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468 * @param {Touch} touch2
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469 * @returns {Number} angle
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471 getAngle : function getAngle(touch1, touch2) {
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472 var y = touch2.pageY - touch1.pageY,
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473 x = touch2.pageX - touch1.pageX;
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474 return Math.atan2( y, x ) * 180 / Math.PI;
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478 * angle to direction define
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479 * @param {Touch} touch1
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480 * @param {Touch} touch2
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481 * @returns {String} direction constant, like Hammer.DIRECTION_LEFT
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483 getDirection : function getDirection( touch1, touch2 ){
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484 var x = touch1.pageX - touch2.pageX,
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485 y = touch1.pageY - touch2.pageY;
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486 return ABS( y ) <= ABS( x ) ?
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487 ( x > 0 ? Hammer.DIRECTION_LEFT : Hammer.DIRECTION_RIGHT ) :
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488 ( y > 0 ? Hammer.DIRECTION_UP : Hammer.DIRECTION_DOWN );
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492 * calculate the distance between two touches
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493 * @param {Touch} touch1
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494 * @param {Touch} touch2
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495 * @returns {Number} distance
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497 getDistance : function getDistance( touch1, touch2 ){
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498 var x = touch2.pageX - touch1.pageX,
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499 y = touch2.pageY - touch1.pageY;
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500 return Math.sqrt( ( x * x ) + ( y * y ) );
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504 * calculate the scale factor between two touchLists (fingers)
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505 * no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out
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506 * @param {Array} start
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507 * @param {Array} end
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508 * @returns {Number} scale
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510 getScale : function getScale( start, end ){
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511 // need two fingers...
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512 return ( 2 <= start.length && 2 <= end.length ) ?
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513 Utils.getDistance( end[ 0 ], end[ 1 ] ) / Utils.getDistance( start[ 0 ], start[ 1 ] ) :
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518 * calculate the rotation degrees between two touchLists (fingers)
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519 * @param {Array} start
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520 * @param {Array} end
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521 * @returns {Number} rotation
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523 getRotation : function getRotation( start, end ){
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524 // need two fingers
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525 return ( 2 <= start.length && 2 <= end.length ) ?
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526 Utils.getAngle( end[ 1 ], end[ 0 ] ) - Utils.getAngle( start[ 1 ], start[ 0 ] ) :
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531 * boolean if the direction is vertical
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532 * @param {String} direction
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533 * @returns {Boolean} is_vertical
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535 isVertical : function isVertical( direction ){
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536 return direction === Hammer.DIRECTION_UP || direction === Hammer.DIRECTION_DOWN;
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541 * this holds the last move event,
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542 * used to fix empty touchend issue
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543 * see the onTouch event for an explanation
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546 var last_move_event = null;
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549 * when the mouse is hold down, this is true
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552 var enable_detect = false;
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555 * when touch events have been fired, this is true
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558 var touch_triggered = false;
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561 // contains all registred Gestures in the correct order
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564 // data of the current Hammer.gesture detection session
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567 // the previous Hammer.gesture session data
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568 // is a full clone of the previous gesture.current object
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571 // when this becomes true, no gestures are fired
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575 * clear the Hammer.gesture vars
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576 * this is called on endDetect, but can also be used when a final Hammer.gesture has been detected
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577 * to stop other Gestures from being fired
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579 stopDetect : function stopDetect() {
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580 // clone current data to the store as the previous gesture
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581 // used for the double tap gesture, since this is an other gesture detect session
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582 Detection.previous = Utils.extend( {}, Detection.current );
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584 // reset the current
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585 Detection.current = null;
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588 Detection.stopped = true;
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592 * register new gesture
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593 * @param {Object} gesture object, see gestures.js for documentation
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594 * @returns {Array} gestures
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596 register : function( gesture ){
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597 // add an enable gesture options if there is no given
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598 var options = gesture.defaults || {},
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599 list = Detection.gestures,
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600 _index, i = 0, l = list.length, index;
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601 if( options[ gesture.name ] === undefined ) options[ gesture.name ] = true;
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603 // extend Hammer default options with the Hammer.gesture options
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604 Utils.extend( Hammer.defaults, options, true );
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607 gesture.index = gesture.index || 1000;
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609 // add Hammer.gesture to the list
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610 //Detection.gestures.push( gesture );
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612 // sort the list by index
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613 //Detection.gestures.sort( function( a, b ){
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615 // a.index < b.index ? -1 :
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616 // a.index > b.index ? 1 : 0;
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619 list[ 0 ] = gesture;
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622 _index = gesture.index;
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623 for( i = 0; i < l; ++i ){
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624 index = list[ i ].index;
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625 if( i === 0 && _index < index ){
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626 list.unshift( gesture );
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630 list[ l ] = gesture;
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633 if( index <= _index && _index < list[ i + 1 ].index ){
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634 list.splice( i, 0, gesture );
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641 var Gestures = Gestures || {};
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645 * ==============================
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648 * --------------------
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649 * The object structure of a gesture:
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651 * { name: 'mygesture',
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654 * mygesture_option: true
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656 * handler: function(type, e, inst) {
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657 * // trigger gesture event
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658 * inst.trigger(this.name, e );
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662 * @param {String} name
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663 * this should be the name of the gesture, lowercase
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664 * it is also being used to disable/enable the gesture per instance config.
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666 * @param {Number} [index=1000]
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667 * the index of the gesture, where it is going to be in the stack of gestures detection
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668 * like when you build an gesture that depends on the drag gesture, it is a good
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669 * idea to place it after the index of the drag gesture.
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671 * @param {Object} [defaults={}]
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672 * the default settings of the gesture. these are added to the instance settings,
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673 * and can be overruled per instance. you can also add the name of the gesture,
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674 * but this is also added by default (and set to true).
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676 * @param {Function} handler
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677 * this handles the gesture detection of your custom gesture and receives the
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678 * following arguments:
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680 * @param {Object} eventData
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681 * event data containing the following properties:
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682 * timeStamp {Number} time the event occurred
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683 * target {HTMLElement} target element
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684 * touches {Array} touches (fingers, pointers, mouse) on the screen
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685 * pointerType {String} kind of pointer that was used. matches Hammer.POINTER_MOUSE|TOUCH
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686 * center {Object} center position of the touches. contains pageX and pageY
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687 * deltaTime {Number} the total time of the touches in the screen
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688 * deltaX {Number} the delta on x axis we haved moved
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689 * deltaY {Number} the delta on y axis we haved moved
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690 * velocityX {Number} the velocity on the x
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691 * velocityY {Number} the velocity on y
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692 * angle {Number} the angle we are moving
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693 * direction {String} the direction we are moving. matches Hammer.DIRECTION_UP|DOWN|LEFT|RIGHT
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694 * distance {Number} the distance we haved moved
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695 * scale {Number} scaling of the touches, needs 2 touches
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696 * rotation {Number} rotation of the touches, needs 2 touches *
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697 * eventType {String} matches Hammer.EVENT_START|MOVE|END
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698 * srcEvent {Object} the source event, like TouchStart or MouseDown *
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699 * startEvent {Object} contains the same properties as above,
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700 * but from the first touch. this is used to calculate
\r
701 * distances, deltaTime, scaling etc
\r
703 * @param {Hammer.Instance} inst
\r
704 * the instance we are doing the detection for. you can get the options from
\r
705 * the inst.options object and trigger the gesture event by calling inst.trigger
\r
709 * --------------------
\r
710 * inside the handler you can get/set Detection.current. This is the current
\r
711 * detection session. It has the following properties
\r
712 * @param {String} name
\r
713 * contains the name of the gesture we have detected. it has not a real function,
\r
714 * only to check in other gestures if something is detected.
\r
715 * like in the drag gesture we set it to 'drag' and in the swipe gesture we can
\r
716 * check if the current gesture is 'drag' by accessing Detection.current.name
\r
719 * @param {Hammer.Instance} inst
\r
720 * the instance we do the detection for
\r
723 * @param {Object} startEvent
\r
724 * contains the properties of the first gesture detection in this session.
\r
725 * Used for calculations about timing, distance, etc.
\r
728 * @param {Object} lastEvent
\r
729 * contains all the properties of the last gesture detect in this session.
\r
731 * after the gesture detection session has been completed (user has released the screen)
\r
732 * the Detection.current object is copied into Detection.previous,
\r
733 * this is usefull for gestures like doubletap, where you need to know if the
\r
734 * previous gesture was a tap
\r
736 * options that have been set by the instance can be received by calling inst.options
\r
738 * You can trigger a gesture event by calling inst.trigger("mygesture", event).
\r
739 * The first param is the name of your gesture, the second the event argument
\r
742 * Register gestures
\r
743 * --------------------
\r
744 * When an gesture is added to the Gestures object, it is auto registered
\r
745 * at the setup of the first Hammer instance. You can also call Detection.register
\r
746 * manually and pass your gesture object as a param
\r
752 * Touch stays at the same place for x time
\r
753 * @events hold holdend
\r
758 startID : X.UI.Event.HOLD,
\r
759 endID : X.UI.Event.HOLD_END,
\r
761 hold_timeout : 500,
\r
766 handler : function holdGesture( e, hammer ){
\r
767 switch( e.eventType ){
\r
769 // clear any running timers
\r
770 this.timerID && X.Timer.remove( this.timerID );
\r
772 // set the gesture so we can check in the timeout if it still is
\r
773 Detection.current.name = this.name;
\r
774 Gestures.Hold.holding = false;
\r
776 // set timer and if after the timeout it still is hold,
\r
777 // we trigger the hold event
\r
778 this.timerID = X.Timer.add( hammer.options.hold_timeout, 1, Gestures.Hold._onTimer, [ e, hammer ] );
\r
781 // when you move or end we clear the timer
\r
783 if( e.distance <= hammer.options.hold_threshold ) return;
\r
785 this.timerID && X.Timer.remove( this.timerID );
\r
786 if( Gestures.Hold.holding === true ){
\r
787 Gestures.Hold.holding = false;
\r
788 return hammer.trigger( X.UI.Event.HOLD_END, e );
\r
793 _onTimer : function( e, hammer ){
\r
794 if( Detection.current.name === 'hold' ){
\r
795 hammer.trigger( X.UI.Event.HOLD, e );
\r
796 Gestures.Hold.holding = true;
\r
803 * Quick touch at a place or double at the same place
\r
804 * @events tap, doubletap
\r
809 startID : X.UI.Event.TAP,
\r
810 endID : X.UI.Event.DOUBLE_TAP,
\r
812 tap_max_touchtime : 250,
\r
813 tap_max_distance : 10,
\r
815 doubletap_distance : 20,
\r
816 doubletap_interval : 300
\r
818 handler : function tapGesture( e, hammer ){
\r
819 // previous gesture, for the double tap since these are two different gesture detections
\r
820 var prev = Detection.previous;
\r
821 if( e.eventType === END ){
\r
822 // when the touchtime is higher then the max touch time
\r
823 // or when the moving distance is too much
\r
824 if( hammer.options.tap_max_touchtime < e.deltaTime || hammer.options.tap_max_distance < e.distance ) return;
\r
826 // check if double tap
\r
827 if( prev && prev.name === 'tap' && ( e.timeStamp - prev.lastEvent.timeStamp ) < hammer.options.doubletap_interval && e.distance < hammer.options.doubletap_distance ){
\r
828 return hammer.trigger( X.UI.Event.DOUBLE_TAP, e );
\r
831 if( hammer.options.tap_always && Detection.current.name !== 'tap' ){ // EventFire中にalert すると mouseleave で再び呼ばれるのを防ぐ
\r
832 Detection.current.name = 'tap';
\r
833 return hammer.trigger( X.UI.Event.TAP, e );
\r
841 * triggers swipe events when the end velocity is above the threshold
\r
842 * @events swipe, swipeleft, swiperight, swipeup, swipedown
\r
847 startID : X.UI.Event.SWIP,
\r
848 endID : X.UI.Event.SWIP_DOWN,
\r
850 // set 0 for unlimited, but this can conflict with transform
\r
851 swipe_max_touches : 1,
\r
852 swipe_velocity : 0.7
\r
854 handler : function swipeGesture(e, hammer) {
\r
855 if( e.eventType === END ){
\r
857 if( 0 < hammer.options.swipe_max_touches && hammer.options.swipe_max_touches < e.touches.length ) return;
\r
859 // when the distance we moved is too small we skip this gesture
\r
860 // or we can be already in dragging
\r
861 if( hammer.options.swipe_velocity < e.velocityX || hammer.options.swipe_velocity < e.velocityY ){
\r
862 // trigger swipe events
\r
863 hammer.trigger( X.UI.Event.SWIP, e );
\r
865 e.direction === Hammer.DIRECTION_UP ?
\r
866 X.UI.Event.SWIP_UP :
\r
867 e.direction === Hammer.DIRECTION_DOWN ?
\r
868 X.UI.Event.SWIP_DOWN :
\r
869 e.direction === Hammer.DIRECTION_LEFT ?
\r
870 X.UI.Event.SWIP_LEFT :
\r
871 X.UI.Event.SWIP_RIGHT,
\r
881 * Move with x fingers (default 1) around on the page. Blocking the scrolling when
\r
882 * moving left and right is a good practice. When all the drag events are blocking
\r
883 * you disable scrolling on that area.
\r
884 * @events drag, dragstart, dragend, drapleft, dragright, dragup, dragdown
\r
889 startID : X.UI.Event.DRAG,
\r
890 endID : X.UI.Event.DRAG_DOWN,
\r
892 drag_min_distance : 10,
\r
893 // set 0 for unlimited, but this can conflict with transform
\r
894 drag_max_touches : 1,
\r
895 // prevent default browser behavior when dragging occurs
\r
896 // be careful with it, it makes the element a blocking element
\r
897 // when you are using the drag gesture, it is a good practice to set this true
\r
898 drag_block_horizontal : false,
\r
899 drag_block_vertical : false,
\r
900 // drag_lock_to_axis keeps the drag gesture on the axis that it started on,
\r
901 // It disallows vertical directions if the initial direction was horizontal, and vice versa.
\r
902 drag_lock_to_axis : false,
\r
903 // drag lock only kicks in when distance > drag_lock_min_distance
\r
904 // This way, locking occurs only when the distance has become large enough to reliably determine the direction
\r
905 drag_lock_min_distance : 25
\r
908 handler : function dragGesture( e, hammer ){
\r
909 var last_direction;
\r
910 // current gesture isnt drag, but dragged is true
\r
911 // this means an other gesture is busy. now call dragend
\r
912 if( Detection.current.name !== this.name && this.triggered ){
\r
913 hammer.trigger( X.UI.Event.DRAG_END, e );
\r
914 this.triggered = false;
\r
919 if( 0 < hammer.options.drag_max_touches && hammer.options.drag_max_touches < e.touches.length ) return;
\r
921 switch( e.eventType ){
\r
923 this.triggered = false;
\r
927 // when the distance we moved is too small we skip this gesture
\r
928 // or we can be already in dragging
\r
929 if( e.distance < hammer.options.drag_min_distance && Detection.current.name !== this.name ) return;
\r
931 // we are dragging!
\r
932 Detection.current.name = this.name;
\r
934 // lock drag to axis?
\r
935 if( Detection.current.lastEvent.drag_locked_to_axis || ( hammer.options.drag_lock_to_axis && hammer.options.drag_lock_min_distance <= e.distance ) ){
\r
936 e.drag_locked_to_axis = true;
\r
938 last_direction = Detection.current.lastEvent.direction;
\r
939 if( e.drag_locked_to_axis && last_direction !== e.direction ){
\r
940 // keep direction on the axis that the drag gesture started on
\r
941 e.direction = Utils.isVertical( last_direction ) ?
\r
942 ( e.deltaY < 0 ? Hammer.DIRECTION_UP : Hammer.DIRECTION_DOWN ) :
\r
943 ( e.deltaX < 0 ? Hammer.DIRECTION_LEFT : Hammer.DIRECTION_RIGHT );
\r
946 // first time, trigger dragstart event
\r
947 if( !this.triggered ){
\r
948 hammer.trigger( X.UI.Event.DRAG_START, e );
\r
949 this.triggered = true;
\r
952 // trigger normal event
\r
953 hammer.trigger( X.UI.Event.DRAG, e );
\r
955 // direction event, like dragdown
\r
957 e.direction === Hammer.DIRECTION_UP ?
\r
958 X.UI.Event.DRAG_UP :
\r
959 e.direction === Hammer.DIRECTION_DOWN ?
\r
960 X.UI.Event.DRAG_DOWN :
\r
961 e.direction === Hammer.DIRECTION_LEFT ?
\r
962 X.UI.Event.DRAG_LEFT :
\r
963 X.UI.Event.DRAG_RIGHT,
\r
967 // block the browser events
\r
969 ( hammer.options.drag_block_vertical && Utils.isVertical( e.direction ) ) ||
\r
970 ( hammer.options.drag_block_horizontal && !Utils.isVertical( e.direction ) )
\r
971 ) && e.preventDefault();
\r
976 this.triggered && hammer.trigger( X.UI.Event.DRAG_END, e );
\r
977 this.triggered = false;
\r
985 * User want to scale or rotate with 2 fingers
\r
986 * @events transform, transformstart, transformend, pinch, pinchin, pinchout, rotate
\r
988 Gestures.Transform = {
\r
989 name : 'transform',
\r
991 startID : X.UI.Event.TRANSFORM,
\r
992 endID : X.UI.Event.ROTATE,
\r
994 // factor, no scale is 1, zoomin is to 0 and zoomout until higher then 1
\r
995 transform_min_scale : 0.01,
\r
996 // rotation in degrees
\r
997 transform_min_rotation : 1,
\r
998 // prevent default browser behavior when two touches are on the screen
\r
999 // but it makes the element a blocking element
\r
1000 // when you are using the transform gesture, it is a good practice to set this true
\r
1001 transform_always_block : false
\r
1003 triggered : false,
\r
1004 handler : function transformGesture( e, hammer ){
\r
1005 // current gesture isnt drag, but dragged is true
\r
1006 // this means an other gesture is busy. now call dragend
\r
1007 if( Detection.current.name !== this.name && this.triggered ){
\r
1008 hammer.trigger( X.UI.Event.TRANSFORM_END, e );
\r
1009 this.triggered = false;
\r
1013 // atleast multitouch
\r
1014 if( e.touches.length < 2 ) return;
\r
1016 // prevent default when two fingers are on the screen
\r
1017 hammer.options.transform_always_block && e.preventDefault();
\r
1019 switch(e.eventType) {
\r
1021 this.triggered = false;
\r
1025 var scale_threshold = ABS( 1 - e.scale ),
\r
1026 rotation_threshold = ABS( e.rotation );
\r
1028 // when the distance we moved is too small we skip this gesture
\r
1029 // or we can be already in dragging
\r
1030 if( scale_threshold < hammer.options.transform_min_scale && rotation_threshold < hammer.options.transform_min_rotation ) return;
\r
1032 // we are transforming!
\r
1033 Detection.current.name = this.name;
\r
1035 // first time, trigger dragstart event
\r
1036 if( !this.triggered ){
\r
1037 hammer.trigger( X.UI.Event.TRANSFORM_START, e );
\r
1038 this.triggered = true;
\r
1041 hammer.trigger( X.UI.Event.TRANSFORM, e );
\r
1042 // basic transform event
\r
1044 // trigger rotate event
\r
1045 hammer.options.transform_min_rotation < rotation_threshold && hammer.trigger( X.UI.Event.ROTATE, e );
\r
1047 // trigger pinch event
\r
1048 if( scale_threshold > hammer.options.transform_min_scale ){
\r
1049 hammer.trigger( X.UI.Event.PINCH, e );
\r
1050 hammer.trigger( e.scale < 1 ? X.UI.Event.PINCH_IN : X.UI.Event.PINCH_OUT, e );
\r
1055 // trigger dragend
\r
1056 this.triggered && hammer.trigger( X.UI.Event.TRANSFORM_END, e );
\r
1057 this.triggered = false;
\r
1065 * Called as first, tells the user has touched the screen
\r
1068 Gestures.Touch = {
\r
1070 index : -Infinity,
\r
1072 // call preventDefault at touchstart, and makes the element blocking by
\r
1073 // disabling the scrolling of the page, but it improves gestures like
\r
1074 // transforming and dragging.
\r
1075 // be careful with using this, it can be very annoying for users to be stuck
\r
1077 prevent_default : false,
\r
1079 // disable mouse events, so only touch (or pen!) input triggers events
\r
1080 prevent_mouseevents : false
\r
1082 handler : function touchGesture( e, hammer ){
\r
1083 if( hammer.options.prevent_mouseevents && e.pointerType === MOUSE ){
\r
1084 Detection.stopDetect();
\r
1088 hammer.options.prevent_default && e.preventDefault();
\r
1090 e.eventType === START && hammer.trigger( this.name, e );
\r
1096 * Called as last, tells the user has released the screen
\r
1099 Gestures.Release = {
\r
1102 handler : function releaseGesture( e, hammer ){
\r
1103 e.eventType === END && hammer.trigger( this.name, e );
\r
1107 })( Math, window, document );